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Welcome to A World Less Traveled (DnD 3.5)

20:53, 27th April 2024 (GMT+0)

Cornelius Shaw

Cornelius Shaw was a man born from humble beginnings. His family ran a repair shop when he was young, and Cornelius always loved helping to fix strange and complex items that people would bring in. He thought he would eventually take over the family business, but fate had other plans.

When he was still not quite a man, Cornelius was conscripted into the army. He was handed a rusty sword, a dented helmet, and thrust into battle. He did not enjoy battle, but quickly discovered he had a knack for it. Especially strategy and tactics. His mind more than his might was what saved him in his earliest fights, and he was soon promoted up the ranks. He made quite the name for himself as a battle strategist.

As he advanced in age, Cornelius discovered a knack for the wizarding arts as well. It started as a curious hobby, but he soon found ways to apply magic to the battlefield as well. By the time he retired, Cornelius was renowned as a potent battle-caster.

When he eventually did retire though, in his free time Cornelius rediscovered his love for tinkering, both magical and mundane. He enjoyed building just about anything and worked many hours at the forge, creating custom weapons and armor. When his original wizard's familiar died of old age, he even joined up with a skilled cog-smith to help build himself a new one.

Eventually, knowing he no longer had much tying himself down in his old age, Cornelius made the decision to go explore an area that had always intrigued him. The mana wastes. However, while there, Cornelius got more than he had bargained for...


Sanctum Description:

The Sanctum opens into a sort of gatehouse. There is a well-fortified door to both the left and the right, and a grand portcullis straight ahead. Underfoot, the floor can be raised like a giant trap door, revealing a stairway/ramp to a lower dungeon area. The door in the entrance to the left leads to a supply room and armory (Which itself connects to a large vault), while the door to the right leads to a stabling area for horses, riding dogs, and all manner of farm animals. There is even a spot suited to an elephant or similarly large beast.

Straight ahead, "North" through the portcullis itself, the Sanctum opens up into a large grassy park with a huge oak growing in its center underneath a domed ceiling painted to look like a bright blue sky. There are flowers and a small koi pond in the park, and the area is obviously designed for relaxation. Surrounding the park are several types of workshops with open-air "storefronts" that open right into the park area. There is a smithing area next to the portcullis entrance that also connects to the supply area. A jeweler station and a wood shop too. Next is the leatherworking are and the textiles stations. There is a bookmaking station, an arts and crafts area, and even a spot for stone carving and an elaborate alchemy laboratory. Basically, for any workspace someone might need to craft any conceivable object, there is a workplace available with a nice view of the park.

Above the bookmaking area, a spiral staircase leads up into a lavish bedroom with two levels, and every amenity Cornelius might want for a master bedroom. Including an area devoted to his familiar's personal space. There is even a balcony that opens up over the park area. Taking the stairs even higher leads to a nice quiet private library/study.

Back down near the park, a hallway leading "East" goes past the stabling areas that connect to the entrance. On the opposite side of the hall is a greenhouse area where a wide variety of plants grow. Some for eating, but most for various magical uses. Making up the back wall of the greenhouse area are two enormous aquariums: one saltwater and one freshwater. There is a viewing tunnel that allows a person to circle them "underwater" and return back to the greenhouse. Even further down the east hall is a darkened room where various mushrooms and fungi grow. The end of the hall turns northward again and connects to the guest areas as a back entrance.

If you take the Northward hall back at the park area, it connects to a large dining hall like you might find in a grand tavern. Eastward is a hall that bears numerous guest rooms and connects with the back hallway from the stable and garden areas. In the back corner of the guest room area there is a small space reserved for religious purposes (non-denominational). There is access to a bath area where these hallways join. Northward are the kitchen and larder areas for preparing simple meals and grand feasts. Westward is a large room set up for various games, as well as a pool area for relaxing and swimming.

Back at the central park area, if you take the westward hall you find doors that open into a sparing area and archery training range.  Additionally, there is a large room designed for council-type or planning meetings. In this room there are numerous maps available, and the table doubles as a battle planning board. Beyond the board room is a grand multi-level library that stretches back all the way to connect to the game room. Its ceiling is painted to look like an accurate depiction of the night sky (on the material plane).

Back at the entrance, if one were to take the path through the trap door, you would find yourself in a dungeon area with cells made to hold humanoids, beasts, and other critters. Perhaps even an ooze tank. Beyond the cells, there is an area that looks specifically designed for anatomical dissections or other similar experiments.